Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
82 lines
2.2 KiB
C++
82 lines
2.2 KiB
C++
// Generated code, do not modify this file!
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#pragma once
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#include <mbgl/shaders/shader_source.hpp>
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namespace mbgl {
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namespace shaders {
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template <>
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struct ShaderSource<BuiltIn::CollisionBoxShader, gfx::Backend::Type::OpenGL> {
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static constexpr const char* name = "CollisionBoxShader";
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static constexpr const char* vertex = R"(layout (location = 0) in vec2 a_pos;
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layout (location = 1) in vec2 a_anchor_pos;
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layout (location = 2) in vec2 a_extrude;
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layout (location = 3) in vec2 a_placed;
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layout (location = 4) in vec2 a_shift;
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layout (std140) uniform GlobalPaintParamsUBO {
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highp vec2 u_pattern_atlas_texsize;
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highp vec2 u_units_to_pixels;
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highp vec2 u_world_size;
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highp float u_camera_to_center_distance;
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highp float u_symbol_fade_change;
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highp float u_aspect_ratio;
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highp float u_pixel_ratio;
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highp float u_map_zoom;
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lowp float global_pad1;
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};
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layout (std140) uniform CollisionDrawableUBO {
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highp mat4 u_matrix;
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};
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layout (std140) uniform CollisionTilePropsUBO {
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highp vec2 u_extrude_scale;
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highp float u_overscale_factor;
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lowp float drawable_pad1;
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};
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out float v_placed;
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out float v_notUsed;
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void main() {
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vec4 projectedPoint = u_matrix * vec4(a_anchor_pos, 0, 1);
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highp float camera_to_anchor_distance = projectedPoint.w;
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highp float collision_perspective_ratio = clamp(
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0.5 + 0.5 * (u_camera_to_center_distance / camera_to_anchor_distance),
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0.0, // Prevents oversized near-field boxes in pitched/overzoomed tiles
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4.0);
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gl_Position = u_matrix * vec4(a_pos, 0.0, 1.0);
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gl_Position.xy += (a_extrude + a_shift) * u_extrude_scale * gl_Position.w * collision_perspective_ratio;
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v_placed = a_placed.x;
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v_notUsed = a_placed.y;
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}
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)";
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static constexpr const char* fragment = R"(in float v_placed;
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in float v_notUsed;
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void main() {
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float alpha = 0.5;
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// Red = collision, hide label
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fragColor = vec4(1.0, 0.0, 0.0, 1.0) * alpha;
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// Blue = no collision, label is showing
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if (v_placed > 0.5) {
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fragColor = vec4(0.0, 0.0, 1.0, 0.5) * alpha;
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}
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if (v_notUsed > 0.5) {
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// This box not used, fade it out
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fragColor *= .1;
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}
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}
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)";
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};
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} // namespace shaders
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} // namespace mbgl
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